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varying vec3 light_surf;
varying vec3 eye_surf;
varying vec3 tangent_surf;
varying vec4 shadow_coords;
varying vec2 texcoord;
uniform sampler2D normal_sampler;
uniform sampler2D heightmap_sampler;
uniform sampler2DShadow shadow_sampler;
uniform float F0, ni;
float schlick_fresnel(float n_dot_l)
{
return F0 + (1 - F0) * pow(1 - n_dot_l, 5);
}
/* This returns garbage compared to Schlick. */
float fresnel(float v_dot_h)
{
float c = v_dot_h; /* cos theta, v . h or l . h */
float g = sqrt(ni * ni + c * c - 1);
float gmc = g - c;
float gpc = g + c;
float c_gpc_m_1_squared = (c * gpc - 1) * (c * gpc - 1);
float c_gmc_p_1_squared = (c * gmc + 1) * (c * gmc + 1);
return gmc*gmc / (2 * gpc*gpc) * (1 + c_gmc_p_1_squared /
c_gpc_m_1_squared);
}
void main()
{
float shadow = shadow2DProj(shadow_sampler, shadow_coords).x;
const vec4 material_color = vec4(0.7, 0.5, 0.3, 0.0);
vec3 l = normalize(light_surf);
vec3 v = normalize(eye_surf);
vec3 h = normalize(l + v);
vec3 t = normalize(tangent_surf);
vec3 n = texture2D(normal_sampler, texcoord).xyz * 2 - 1;
/* Hack: Reduce the significance of our normal map, which otherwise
* looks incongruous with the straight edges.
*/
n = normalize(n + vec3(0,0,1));
float n_dot_l = dot(n, l);
float n_dot_v = dot(n, v);
float n_dot_h = dot(n, h);
float v_dot_h = dot(v, h);
float s = .7;
float d = 1 - s;
float Ii = 0.9; /*intensity of incoming light */
float Iia = .1 * Ii; /*intensity of ambient light */
float cos2_alpha = n_dot_h * n_dot_h;
float tan2_alpha = (1 - cos2_alpha) / cos2_alpha;
float Rs;
float D;
/* Aniso BRDF from Ward's "Measuring and Modeling
* Anisotropic Reflection".
*/
/* brushed metal */
float ward_n = .037;
float ward_m = .063;
/* Make phi be the angle between the projections of
* the tangent and half-angle vectors onto the
* surface plane (z=0). Doing it right would involve
* projecting onto the plane defined by n.
*/
float cos_phi = dot(normalize(t.xy), normalize(h.xy));
float cos2_phi_over_m2 = ((cos_phi * cos_phi) / (ward_m * ward_m));
float sin2_phi_over_n2 = ((1 - cos_phi * cos_phi) / (ward_n * ward_n));
#if 1
D = exp(-tan2_alpha * (cos2_phi_over_m2 + sin2_phi_over_n2));
#else
/* Ward's "computationally convenient" equation.
* Doesn't work.
*/
D = exp(-2 * (cos2_phi_over_m2 +
sin2_phi_over_n2) /
(1 + n_dot_h));
#endif
Rs = 2 * schlick_fresnel(n_dot_l) * D /
sqrt(n_dot_l * n_dot_v) / (ward_m * ward_n);
Rs *= step(0, n_dot_l);
Rs *= step(0, n_dot_v);
float Rd = (1 - F0) * 2;
/* Ambient occlusion factor -- sample the height map we
* used to generate the normal map, and reduce intensity in
* the valleys.
*/
float heightmap = texture2D(heightmap_sampler, texcoord).x;
float Ra = Rd * (.8 + .2 * heightmap);
gl_FragColor = n_dot_l * step(0, n_dot_l) *
vec4(material_color.xyz *
((Rd * d + Rs * s) * Ii * shadow),
material_color.w) +
Iia * Ra * material_color.xyzw;
/* Debugging scalars -- Map [0,1] to [0.5,1] to catch negative
* values. Multiply by the step function to catch when
* the scalar won't come into play because Rs == 0.
*/
#if 0
gl_FragColor = vec4(vec3(F0 / 2 + .5), 1);
#endif
/* Normal visualization */
/*
vec3 temp = vec3((normal.x + 1) / 2,
(normal.y + 1) / 2,
(normal.z + 1) / 2);
gl_FragColor = vec4(temp.xyz, 0);
*/
/*
gl_FragColor = texture2D(normal_sampler, texcoord);
*/
}
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